Originally Posted by Sean_W
Well, basically that's that game devs do, they write their engine for consoles to take advantage of them. The reason why the textures look so lo quality is because they cannot be bothered to make them high for the PC(doubling the texture size for the PC version is fine assuming it's done for all textures).
Quake Wars had better texture quality and that uses an early version of megatexture and used a modified Doom3 engine. The game looks cool but not as good as it should or could have and Carmack probably spent 4 years optimising the crap out of it for the consoles.
I don't think you understand how megatexture works... The game is already 22 gigabytes with the textures it has now. The problem is, they wanted to do a big open world driving game with lots of area, which is the worst possible case for megatexture. Q4 was fine because it was fairly small closed levels for MP playing, not a huge open world.
Can you imagine how big this game would be if they just doubled the texture quality from whatever it is now?(looks like 256x256 on average) Four times the size. You're talking a 80GB game. No one could sell that. Many people don't even have enough HDD space for that. Its a failure of the tech they decided to use, for the type of game they decided to make. It doesn't have anything to do with consoles, you couldn't release the game with better textures, it would just be too big. Thats megatexture, waste a ton of space for unique textures, trading pretty much everything for more unique textures.